Level 16 - Running with the Devils

Quest Giver: Quest Entry Point gives the quest. Walkup.
Level: 16 Party
Patron: The Twelve (8/16/24)
Length: Very Long
Entry Point:North/Northeast cliff in the Vale of Twilight. Pic of Route from Meridia
Prereqs: none
Recommended Party: Standard.
Base Experience: 7,099
Quest Info:
--Creatures: Eladrin: Bralani (sorcerer) and Ghaele (cleric), Wisam (djinn), Air Elementals, Twilight (Invisible) Stalkers, Earth Elementals, Bearded Devils, Othons, Tieflings
--Traps: None

Walkthrough:


You begin the quest on the east side, and work your way west.

The premise of this quest, is that you are being tricked by an "agent of The Twelve" to break him out of the stronghold. This ends up making you take sides against the Eladrin, while they are also fending off a Devil attack.

The Eladrin bralani and ghaele's will be your primary enemies. They are Chatoic Good outsiders. The bralani sorcerers primarily use lightning spells and ice storm. The ghaele's will often lead off with deathward and spell resistance, then switch up to flamestrike and super-searing light.

After the first fight with the Eladrin guards, you come to a small gateroom with a huge mirror on the wall and a gate heading further into the Stronghold. A peak in the mirror reveals that it holds enchantments, perhaps an ability to percieive what is coming? or warn of impending danger?

Head past the gate into one of the Strongholds main chambers. Our common strategy here has been to set up at the base of the ramp with crowd control spells (dance, solid/acid fog, mind fog) and persistant damage spells (bladebarrier, firewall), and then to send a sturdy melee to pull back small groups of enemies at a time, until we clear to the top of the first ramp. On normal settings, banish weapons work great, on elite we switch it up to vorpals. The problem is that the Ghaele's will cast deathward and SR, so you may need some damage weapons instead of insta-killers. Axiomatic, True-Law, Chaotic Outsider bane are all goodies. And Greater Dispell magic sure can come in handy.

The goal is to clear the chamber of Eladrin, then head through the top levels to the gate house and pull the two switches which open the gate in the southwest. The top halls are filled with more Eladrin, as well as Ancient Air Elementals, Wisam and Twilight Stalkers.

For those tricksy folks though, we have a roguey like sneaky method for getting the gates open without the brute-force, fight-your-way-through, Kargon tactic. At the top of the first ramps, before you head into the buildings, if you turn around you will see the gatehouse. There is a small ledge that a very acrobatic (and magically enhanced) jumper can make their way across to, pull the levers, and then hop back down to the rest of the party. All without alerting the gate guards up-top. Here is a picture. Jump across to the small ledge with the well lit pillar.

Either way, once the gate is open, drop down and head further west. The halls are filled with more small groups of Eladrin, and at the same time you will notice the simultaneous battle the Eladrin are fighting on the opposite path to the north. Continue your path west while and kick the crud outta those goodie-goodies! I mean, go save the agent of The Twelve!

There is a shrine in an alcove to the south before the next large chamber, use it if you you need it, or save it for later. Continue on to an open room split by a large portcullis. Clear out the Eladrin and Earth Elemental guards, then lay down some crowd control and damage in front of the gate, 'cause there is a big fight coming through. Once you are set, pop the lever and hop into the action.

On the other side of the gate, in a small room on the bottom level is a tiny chest on a little table. It is cool and magical, and holds multiple suits of armor and ghost touch tower shields. At least, thats all I ever find in there.

Then head up the ramp to the next gatehouse which will lower the bridge to the west. This gate is guarded by multiple Eladrin, some of which will spawn behind you, others will be up in the gate room. They are lead by a mean paladin named Palin Vance. Take them out and lower the bridge, but don't head that way yet. There is a path on the north side (optional), which leads you back down the hall the devils are coming from. Now you get to kick some evil butt! Head down there and kill the Bearded Devils, close the portal and steal their loot! Or appropriate it for goodness.

Okay, now that the devil threat from that quarter has been subverted, head across the bridge to the west. This will open up a door to the chamber where the "agent of The Twelve" is being held captive. Take out the very very mean red named clerc/pally guy and his two ghaele guards. He self heals a bunch, and has super-searing light, and the ability to teleport around. This is a fight of attrition, so its all about constant dps and staying power.

Once you have killed those mean spirited Eladrin, take a moment to buff up and use the rest shrine in the small side room. The big fight is upcoming. The guy you are "saving" is standing in the big chamber in the middle of the room. Talking to him will trigger the end fight: Him (a big mean tiefling caster), another tiefling arcane, a couple of red named orthons and a red named bearded devil, will all charge the center room. This can be party wipe city, if you don't prepare for it.

So, our usual tactic here:
Before triggering the combat, our entire party will gather in the south tunnel. We lay down some solid/acid fog, maybe some blade barriers, then we send out a fast footed melee to trigger the combat with conversation, then run back south to the party. The Bearded Devil spawns in this room, so be ready for him. He is (in my opinion) the toughest of the badguys, and so good to take down first. The Orthon's and Tieflings will be rushing the center chamber and milling about in the big room while you deal with this chump. Once he is dead, send your runner back out to bring back the next enemy. Wash, rinse, repeat.

The final chest will contain the Shavarath Stone of Battle, a component for flagging for The Shroud raid, and material component for greensteel items. It will also have a chance to drop greensteel components: Glistening Pebbles or Bitterscrub Fungus.

End Reward: Standard Loot Choice. Reward giver, Gretchin Nalberto, is in the Meridia Bar area.

Obtained From:  http://forums.ddo.com/showpost.php?p=1632187&postcount=220